Inis, the soon to be released expansion by Matagot, has a lot to offer to fans of Inis. Seasons
of Inis is an expansion comprised of five very different modules that fans
can add to Inis, customizing the game
as they see fit. The first module is the addition of an extra player, including
action cards and complementary pieces. With a fifth player, competition for
leadership will be intent and the battles will be epic. The second module,
called We Want a King, shortens the game by avoiding multiple ties for victory
if the Brenn is not involved. This
module is ideal for 5-player games but it may also be used in 3- or 4-player
games. The third module, The Seasons of Inis, introduces seasonal festivals and
climate conditions. As the seasons
change, different climatic conditions affect player actions. Everything tends to
slow down in winter while spring issues a renewal phase. Players will need to adapt
their strategies to the cycle of the seasons. The fourth module, Sea Travel,
introduces a new type of territory: the island. Players can build harbors on a territory,
enabling them to travel on the sea to any other territory with a harbor,
including other harbors on the main land. Lastly, the fifth module includes 15
new Epic Tale cards to add to the Epic Tale deck.
Seasons of Inis is
available for pre-order now and is expected to be released soon. Contents include Season board, Season marker,
5 Season reference cards, 2 updated Action cards (replacing those from the base
game), 4 new Action cards (5th player), 1 Pretender token (5th player), 12 clan
figures (5th player), 15 new Epic Tale cards, 6 new territories & 1 updated
territory tile, 6 new corresponding Advantage cards, 9 Harbor tiles, 1 Deed
tokens, 1 Macha’s Curse token, 1 Fili token, 5 Banshee tokens, and 1 King tile.
Soon you can take your Viceroy to the next level with the Viceroy: Times of Darkness expansion, which contains three modular game modes. In addition to the expansion content, the box contains revised law cards for the base game and new game modes for one and two players.
The game modes
In the Aristocrats module, you can gain new aristocratic characters that give no rewards on the first level but have additional special bonuses. These 12 Character Cards are shuffled into the deck and there are four new Laws that are designed to work well with them.
The Invasion module contains Enemy cards, Battle cards for each player and thematic laws. The Enemy cards stack together, forming four lines of costs and rewards, and they attack players’ domains on the 3rd, 7th and 11th turns. To defeat these invading enemies, players must pay gems and the more gems you pay, the bigger reward you receive. The new Law cards interact with Enemy cards and Battle cards. If a player doesn’t repel the invasion, they get a penalty card. This module contains 22 monster cards (of three tiers), three law cards and four combat cards.
The Underworld module lets players build their pyramid DOWNWARDS. Outlaw cards form a separate deck and on their turn, a player may draw an Outlaw card instead of gaining two gems. These cards are played in Phase 2 and should be placed under the first row of the pyramid. The cost for playing the Outlaw card is Judgement tokens, which contain different penalties such as negative VPs, negative modifiers or obligations to discard specific tokens. The unique rewards include relocating a Character card in the pyramid, gaining diamonds (wild gems) or dealing with Judgement tokens. This module contains 24 criminal cards, three law cards, 32 judgement tokens and 15 bribe tokens.
Revised solo and 2-player rules
In the 2-player variant, two new multicolor auction cards from the expansion are used in place of usual four auction cards. Multicolor auction cards can be placed with any side up but all four colors must be present. During setup and after each auction, only two character cards are revealed instead of four. During the auction, players choose between two auction cards.
When bidding, a player may select any of two colors featured on the chosen auction card. If both players have chosen the same card (even if their gemstones are of different colors), they have to return the gemstones to the reserve without gaining cards or agree upon who gets which card (if there are two cards next to the chosen auction card).
Solo uses the same setup as 2-player. There is no need for virtual opponents, just discard the corresponding gemstones and gain the chosen cards. At the end of the game, gain three power points for each sword token and two power points for each shield token. These bonus points are in addition to the usual points gained at the end of the game.
This US, EU, Australia and Canada-friendly Kickstarter campaign, runs until October 15th. Various pledge levels are available, some including the original base game. The campaign is already funded and games are expected to ship in June 2019.
Creativity starts with Magination. The game consists of different magnetic pieces that can be used to play a variety of games. You can think of Magination like a magnetic deck of cards, where you’re not only getting one game, but a toolset that allows you to play an unlimited amount of games. Unlike a deck of cards is it much easier to be creative and find unique ways to play. You can also use the pieces to build magnetic structures and experiment to find new ways to embrace the magnetic force.
Have you ever taken those round, circular magnets from the refrigerator and fiddled with them, watching them push each other apart, finding the perfect distance at which they would suck themselves together? If so, then you will instantly relate to this brand new, innovative game system coming from Norway known as Magination.
Magination currently consists of three types of magnetic components: the Single, Double, and Triple. Each component contains one or more magnets specially designed to interact with each other in smooth, consistent, and fascinating ways. Players can push, pull, shoot, connect and stack the magnets upon each other, which leads to an endless flow of possible games and activities.
The Magination system currently contains a variety of standard games to play with the magnets, including magCURLING (just like it sounds, tabletop curling with magnets), magTENSION, and magTHROW (bouncing and tossing the magnets over a magnetic bridge). Magination is designed to promote player creativity, and will include a web-based forum for uploading new games, rating games submitted by others, and accessing a pool of new ways to play on a regular basis.
Magination is sold in modules, each being specially balanced to interact well with all components in the module. Kickstarter backers can pledge at multiple levels, each level containing various assortments of modules. Various stretch goals are also included in this project, including backer-selected color schemes and additional components.
All components for Magination are designed and produced in Norway, with an emphasis on the quality and safety of the components.
This project is set to fund on December 18, 2015, with a delivery date of April 2016. For more information and to support the Magination project, visit the Kickstarter site here.
Impressions Game Distribution Services has announced their latest product update for the month of March. They also have offered information about their upcoming Free RPG Day 2015, which is now open for retailer sign-ups by following this FREE RPG DAY 2015 link.
The following items are a sample of the many new items that are new and will be ready to ship to distributors on Tuesday, March10, 2015:
Dungeon Crawl Classics #35A Mini: Halls of the Minotaur
Dungeon Crawl Classics #67 Mini: Sailors on the Starless Sea